Update log
Full Ruinlander update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Store
- Maps
- Balance
This is a special and very important moment for me.
The game build is now fully playable in Sandbox mode. The storyline and associated quest chain will be added later.
I want to thank the community for your support and feedback, even at the Demo phase. If it weren't for the players' interest in the project, I might have continued working on it at a leisurely pace for much longer. However, every time I read a question about development progress or the release date, it pushed me to switch to "accelerated" mode.
Important changes I want to share:
Notice board.
Found in major cities and some Faction Bases. Allows players to take delivery quests for items that can be found in Points of Interest or gathered in the wild. Rewards for completing quests include Reputation, money, and special barter items.
Trade System.
Players can buy a batch of goods in a Settlement where they are produced and sell them for a profit to a Settlement in need of those goods. However, to make a significant profit, you'll need to cover long distances.
Progressive Difficulty.
Initially, mushroomers and mutants inhabit the wastelands, but over time they can migrate, and players may encounter them where they weren't before. The more time passes, the closer they will get to cities.
Guides.
Guides have been added to the game who, for a fee, can lead the player from one Settlement to another. The farther the destination, the more expensive the service.
NPCs can now fire in bursts and use power attacks.
This mechanic needs testing and adjustment of the usage chance for these abilities.
Stealth looting.
This ability becomes available after reaching a certain Stealth skill level. It allows looting locations without attracting the attention of inhabitants and avoiding unwanted encounters. However, this type of looting takes more time.
New Radiation suits and modifications.
Now almost all protective suits use filters that will need to be replaced while spending time in radioactive areas.
Shelters.
Huts can be found on the map, as in the Demo version. However, now a hut can be turned into a full-fledged shelter with the ability to store items, save the game, use a Workbench and Kitchen and also insulate it to avoid freezing when temperatures drop.
New Monsters.
As well as related items and recipes.
Weapons.
High-level weapons can be obtained by repairing broken weapons with spare parts or trading with special NPCs for special items awarded for completing quests.
Balance.
Many systems and mechanics currently present need testing and adjustment.
First of all, the following values need to be balanced:
Buy/sell prices for goods
Quest rewards
Item drop chance when looting buildings and NPCs after combat
Monster and NPC damage/accuracy
Experience for using skills
Release Date.
I think I will be able to release the game in mid-April, provided technical details don't take too much time. I will announce a more exact date later.
Source
